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Modding lessons


Samber13

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Critical hit (SoC).

First you must create a file

effect_blood.script and then write like this:

 

 

lite_treshold = 0.05    --'how much health must decrease from the last update, to make screen become red
crit_treshold = 0.30    --'how much health must decrease from the last update, to make actor shake
drop_item_on_crit_prob = 0.20    --'a chance that actor will drop his weapon
effector_power_coeff = 0.7
prev_health = -1
 
function wounded_pp_update()
    if prev_health > (db.actor.health + lite_treshold) then
      level.add_pp_effector("fire_hit.ppe", 2011, false)
      local effector_power = (prev_health - db.actor.health)*100*effector_power_coeff
      level.set_pp_effector_factor(2011, effector_power)
      if prev_health > db.actor.health + crit_treshold then
        level.add_cam_effector("camera_effects\\fusker.anm", 999, false, "")    
        local snd_obj = xr_sound.get_safe_sound_object([[actor\pain_3]])
        snd_obj:play_no_feedback(db.actor, sound_object.s2d, 0, vector(), 1.0)
        if math.random() < drop_item_on_crit_prob then
          local active_item = db.actor:active_item()
          if active_item and active_item:section() ~= "bolt" and active_item:section()~= "wpn_knife" then
            db.actor:drop_item(active_item)
          end
        end
      end
    prev_health = db.actor.health
    end
end
 Then we open bind_stalker.script and into the function

function actor_binder:update(delta)
  object_binder.update(self, delta)
  local time = time_global()
  game_stats.update (delta, self.object)
we add this

effect_blood.wounded_pp_update() 

 

That's all folks!

Translaton: @RafMadMan

P.S. Taken from Stalkerinside. And sorry for my not perfect English.

 

Getting money from corpses (SoC).

First we need a file treasure_manager.script .

Let's find this:

 

--' Using of initiator (a chance to give out a hiding-place)
function CTreasure:use(npc)
	printf("TREASURE USE") 
After line printf("TREASURE USE") we write this

	if (npc and db.actor) then
		lootmoney.lootmoney(npc)
	end
  
We should get 

--' Using of initiator (a chance to give out a hiding-place)
function CTreasure:use(npc)
	printf("TREASURE USE")
 
	if (npc and db.actor) then
		lootmoney.lootmoney(npc)
	end 
After it we save changes and create file lootmoney.script and we write in it this

function lootmoney(npc)
	if npc ~= nil and not string.find(npc:section(),"arena") and npc:character_community()~="arena_enemy" then
		local money = npc:money()
		if money ~= nil and money ~=0 then
				local deadmoney = money
 
                                local npc_rank
		npc_rank = ranks.get_obj_rank_name(npc)
		if npc_rank ~= nil then
			if npc_rank == "novice" and deadmoney >=400 then deadmoney=math.random(25,400)    
			elseif npc_rank == "experienced" and deadmoney >=500 then deadmoney=math.random(50,500)  
			elseif npc_rank == "veteran" and deadmoney >=600 then deadmoney=math.random(100,600) 
			elseif npc_rank == "master" and deadmoney >=700 then deadmoney=math.random(200,700)  
                          end
						  end
				local news_texti = "\\n%c[255,255,0,0]Dead stalker: %c[default]"..npc:character_name().."\\n%c[255,255,0,0]Money found: %c[default]"..game.translate_string(tostring(deadmoney).."RU")
				db.actor:give_game_news(news_texti, "ui\\ui_iconsTotal", Frect():set(0,0,83,47), 1, 4000)
				db.actor:give_money(deadmoney)
				game_stats.money_quest_update(deadmoney) 
				npc:give_money(-money)
				game_stats.money_quest_update(-money)
			end
		end
	end
  
And after it save changes in the file.

 

 

That's all!

Translation and editing : @RafMadMan

P.S. Taken from Stalkerinside. And sorry for my not perfect English.

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Cigarette addiction (SoC).

First we need these files (AMK Mod):

config/misc/items.ltx

config/text/rus/string_table_enc_equipment.xml

scripts/amk.script

script/amk_mod.script

1)  We create file your_script_name.script in folder gamedata/scripts and write in it this:

snd = sound_object([[ambient\underground\rnd_giant]])
 
-- Check if we need to smoke. It calls out every 6 game minutes
function test_for_need_kur()
    amk.save_variable("kur",amk.load_variable("kur",0)+1)
    amk.g_start_timer("kur",0,0,6)
    kur_reduce_health()
end
 
-- Health decrease, if actor hasn`t smoke for a long time
function kur_reduce_health()
    local tmp = amk.load_variable("kur",0)
    if tmp > 150 then
        if db.actor.health > 0.15 then
            db.actor.health = - 0.15
        end
        if not snd:playing() then
            snd:play_at_pos(db.actor, vector():set(0,0,0), 0, sound_object.s2d)
        end
    end
end
-- Smoking
function kur_item(oid, time)
    if alife():object(oid)==nil then
        local tmp = amk.load_variable("kur",0) - time*10
        if tmp < 0 then tmp = 0 end
        amk.save_variable("kur", tmp)
        kur_reduce_health()
    end
end

2) We open file amk.script and

after:

function __do_timer_action(select_string,params_string) 

we write:

if select_string=="kur" then
your_script_name.test_for_need_kur()
end 

3) We open file amk_mod.script and in the function first_run we write

amk.g_start_timer("kur",0,0,6) 

then in function check_sleep_item(obj) after

  elseif section=="treasure_item" then
        stype="tr_item" 

but before end we write this:

  elseif section == "sigaret" then
    stype = "sgr" 

4) We open file items.ltx and in the end of the file we write this:

[sigaret]:identity_immunities
GroupControlSection  = spawn_group
discovery_dependency =
$spawn               = "food and drugs\antirad"
$prefetch            = 32
class                = II_ANTIR
cform                = skeleton
visual               = weapons\sigaret\sigaret.ogf
inv_name             = sigareta
inv_name_short       = sigareta
description          = enc_food_sigareta
inv_weight           = 0.02
inv_grid_width       = 1
inv_grid_height      = 2
inv_grid_x           = 10
inv_grid_y           = 24
cost                 = 50
; eatable item
eat_health           = 0
eat_satiety          = 0
eat_power            = 0
eat_radiation        = 0
eat_alcohol          = 0
wounds_heal_perc     = 0
eat_portions_num     = 1
; food item
animation_slot       = 4
;hud item
hud                  = wpn_vodka_hud 

5) We open file string_table_enc_equipment.xml in the end we write this:

<string id="sigareta">
    <text>Box of cigarettes</text>
</string>
<string id="enc_food_sigareta">
    <text>Here you can write your own description of the cigarettes.</text>
</string> 

Then we save changes and Cigarette addiction is ready for using in the game!

 

 

That's all!
Translation and editing : RafMadMan
P.S. Taken from Stalkerinside. And sorry for my not perfect English. 

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Universal repair kit.


First we open file gamefata/config/misc/items.ltx and in its end we write this:
;-------------------------------------------------------------------------------Repair kit 
[repair_kit]:identity_immunities
GroupControlSection	= spawn_group
discovery_dependency	=
$spawn			= "devices\quest_items\repair_kit"
$prefetch		= 32
class			= II_ANTIR
cform			= skeleton
visual			= physics\box\box_1c.ogf
radius			= 1
description		= repair_kit_desc
inv_name		= repair_kit_name
inv_name_short		= repair_kit_name
inv_weight		= 3.0
inv_grid_width		= 2
inv_grid_height		= 2
inv_grid_x		= 4
inv_grid_y		= 18
cost			= 500
eat_health		= 0
eat_satiety		= 0
eat_power		= 0
eat_radiation		= 0
eat_alcohol		= 0
wounds_heal_perc	= 0
eat_portions_num	= 3
animation_slot		= 4
  

Then we save changes and open file gamedata/config/text/rus/string_table_enc_equipment.xml and in the end of it, but before ​</string_table> we write this:

    <string id="repair_kit_name">
        <text>Universal repair kit</text>
    </string>
    <string id="repair_kit_desc">
        <text>Your description of the repair kit</text>
    </string> 

Then we save changes and open file gamedata/scripts/bind_stalker.script and after these lines:

 
function actor_binder:on_item_drop (obj)
    level_tasks.proceed(self.object)
    --game_stats.update_drop_item (obj, self.object)
 

we write this:

exp_mod.itemuse(obj)	-- Repair Kit 

Then we save changes and in this folder we create file exp|_mod.script and in it we write this:

 
--Script from NZK mod
--by zek 
 
 
------------------------------------------------------------------------
--- Script of using things straight from invertory (In this case - using of the repair kit)
--- Work with bind_stalker.script/actor_binder:on_item_drop/
------------------------------------------------------------------------
function itemuse(what)
     local obj_name = what:name()
    if (string.find(obj_name, "repair_kit")) then
        use_repair_kit(what)
    -- If you want to add new trigger item, add script this line.
    end
end
 
------------------------------------------------------------------------
--- The process of using of the repair kit
------------------------------------------------------------------------
function use_repair_kit(what)
    local repair_slot_num = 0
 
    local item_in_slot_1 = db.actor:item_in_slot(1)
    local item_in_slot_2 = db.actor:item_in_slot(2)
    local item_in_slot_6 = db.actor:item_in_slot(6)
 
    if (item_in_slot_1 ~= nil) then
        repair_slot_num = 1
    end
 
    if (item_in_slot_2 ~= nil) then
        if (repair_slot_num == 0) then
            repair_slot_num = 2
        elseif (repair_slot_num == 1) then
            if (item_in_slot_1:condition() > item_in_slot_2:condition()) then
                repair_slot_num = 2
            end
        end
    end
 
    if (item_in_slot_6 ~= nil) then
        if (repair_slot_num == 0) then
            repair_slot_num = 6
        elseif  (repair_slot_num == 1) then
            if (item_in_slot_1:condition() > item_in_slot_6:condition()) then
                repair_slot_num = 6
            end
        elseif  (repair_slot_num == 2) then
            if (item_in_slot_2:condition() > item_in_slot_6:condition()) then
                repair_slot_num = 6
            end
        end
    end
 
    if (repair_slot_num == 1) then
        local rep_point = item_in_slot_1:condition() + 10
        if (rep_point > 1) then
            rep_point = 1
        end
        item_in_slot_1:set_condition(rep_point)
    elseif (repair_slot_num == 2) then
        local rep_point = item_in_slot_2:condition() + 10
        if (rep_point > 1) then
            rep_point = 1
        end
        item_in_slot_2:set_condition(rep_point)
    elseif (repair_slot_num == 6) then
        local rep_point = item_in_slot_6:condition() + 10
        if (rep_point > 1) then
            rep_point = 1
        end
        item_in_slot_6:set_condition(rep_point)
    end
end

That is all! Now we can add it to some trader. (It will be in another lesson.)

 

 

That's all!
Translation and editing : RafMadMan
P.S. Taken from Stalkerinside.

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How to create your first quest?


Creation of simple dialog.
Let‘s start the process of creation of our quest from creating a small dialog.
 
We open file gamedata\config\gameplay\character_desc_escape.xml and do this:
- find string <actor_dialog>escape_trader_done_blockpost_box</actor_dialog> - and add after it a new one - <actor_dialog>escape_trader_oops</actor_dialog> - then we save changes.
We have just added a new dialog branch to trader "Sidorovich", but not even a branch - just a link on it. The structure of the dialog is situated in file gamedata\config\gameplay\dialogs_escape.xml whicj we open and do this:
- we find some free space between </dialog> and <dialog id="..."> - and add there a such construction:
 
 <dialog id="escape_trader_oops">
        <precondition>escape_dialog.trader_alredy_give_job</precondition>
        <has_info>tutorial_end</has_info>
        <phrase_list>
<phrase id="0">
<text>escape_trader_oops_0</text>
<next>1</next>
</phrase>
<phrase id="1">
<text>escape_trader_oops_1</text>
<next>2</next>
</phrase>
<phrase id="2">
<text>escape_trader_oops_2</text>
<next>3</next>
</phrase>
<phrase id="3">
<text>escape_trader_oops_3</text>
</phrase>
</phrase_list>
</dialog>
 

- and save changes.
 
Now we have a structure of a new dialog branch. But we have to do one more thing - to write strings, which actor will see in game instead of escape_trader_oops_....
For it let‘s open a file gamedata\config\text\rus\stable_dialogs_escape.xml and do this:
- find some free space between </string> и <string id="..."> - and write there such strings:

 
<string id="escape_trader_oops_0">
		<text>Hey, sidor, we can talk about... vodka?</text>
	</string>
	<string id="escape_trader_oops_1">
		<text>Vodka? Are you kidding me? I have no vodka! But I remember that Wolf had hidden some on attic... Can you get it for me?</text>
 
	</string>
	<string id="escape_trader_oops_2">
		<text>All right, then... I‘ll find some.</text>
	</string>
	<string id="escape_trader_oops_3">
		<text>Go, go...</text>
	</string>

- save changes.
So now we have a dialog. We can strat the game and test it. But now we have to "pin" a quest to this dialog.
 
Creation of quest.
To "pin" activation of quest to a dialog is very easy. Just open file gamedata\config\gameplay\dialogs_escape.xml and do this:
- let‘s change the content of <phrase id="2"> in this way:

<phrase id="2">
<text>escape_trader_oops_2</text>
<give_info>quest_vodka_started</give_info>
<next>3</next>
                     </phrase>

- and save changes.
Now, after Gunslinger says: "All right, then... I‘ll find some." trader Sidorovich gives us a quest "Bring vodka". But don‘t hurry to test changes. We have only added a reference about our quest, though we didin‘t create it.
 
Let‘s fix this mistake. Open file gamedata\config\gameplay\tasks_escape.xml and in the begining of the file add this:

 
<game_task id="esc_test_vodka_task">
        	<title>Bring vodka</title> <!-- name of the quest -->
        	<objective>
            		<text>Bring vodka to trader</text>
            		<icon>ui_iconsTotal_find_item</icon>
            		<infoportion_complete>test_quest_vodka_given</infoportion_complete>        	</objective>
        	<objective>
            		<text>Return with vodka to trader</text> 
            		<map_location_type hint="esc_dinamit_to_volk">green_location</map_location_type> 
            		<object_story_id>Escape_novice_lager_volk</object_story_id>
            		<infoportion_complete>test_quest_vodka_given</infoportion_complete>
        	</objective>
        	<objective>
            		<text>Find vodka on the attic</text>
            		<map_location_type hint="escape_trader">blue_location</map_location_type>
            		<object_story_id>Escape_Trader</object_story_id>
            		<infoportion_complete>test_quest_vodka_given</infoportion_complete>
        	</objective>
</game_task>

We have just wriiten the data of quest: icons, names of it parts, loction of markers and so on.
 
We will return to this file in future, because a lot of things in it were made quickly and we didn‘t pay enough attention to it. I dont‘ know how to make the quest "Return with vodka to trader" appear in PDA, but i think  it is not so bad - it works and we have no problems with the game. Let‘s continue.
 
Let‘s open file gamedata\config\gameplay\info_l01escape.xml and registrate in it some new infoportions(we will use them to start and to complete the quest).
 
- after string <game_information_portions> write this:

<info_portion id="test_quest_vodka_given"></info_portion>
 
<info_portion id="quest_vodka_started">
<task>esc_test_vodka_task</task>
</info_portion>
 
<info_portion id="dont_want_to_bring_vodka"></info_portion>

That is all with infoportions.
Now let‘s make some "small" but very important things - tips on the screen, which we can see when we start/end the quest.
 
For it let‘s open a file gamedata\config\text\rus\string_table_tasks_escape.xml and write this:

<string id="esc_test_bring_vodku">
        <text>Bring vodka</text>
    </string>
    <string id="esc_test_bring_vodku_1">
        <text>Find vodka on the attic</text>
    </string>
    <string id="esc_test_bring_vodku_2">
        <text>Bring vodka to trader</text>
    </string>
 

Now we can test it. Now we can begin the third part. We forgot to give player ability to complete the quest.
 
Realization of ability to complete the quest.
It is no so hard as it seems. All conditions are already created, now we only have to use them in the dialog. Let‘s change it: make it structure more branched and functional:
 
0. Hey, sidor, we can talk about... vodka? (switch-over to 1)
1. Vodka? Are you kidding me? I have no vodka! But I remember that Wolf had hidden some on attic... Can you get it for me? (choice -  switch-over  to 2,4,5; initially we can use only 2)
2. All right, then... I‘ll find some. (we start the quest , switch-over to 3, after this frase it disappears)
3. Go, go... (the end of the dialog)
4. Here is it!(appears only if actor has vodka in invertory, when you choose this answer vodka "carries" to trader, quest completes, switch-over to 7)
5. Sorry, but i have no vodka... Can you wait some more?(appears only if we start the quest, switch-over to 6)
6. Get out of here! Don‘t come back without vodka!!!(switch-over to 8)
7. Oh, God... Yes, yes, now give it to me! Thank you, here is your reward.(gives player a reward, switch-over to 8)
8. Fuck you!(the end of the dialog)
 
That‘s how it looks in file gamedata\config\gameplay\dialogs_escape.xml:

 
<dialog id="escape_trader_oops">
        <precondition>escape_dialog.trader_alredy_give_job</precondition>
        <has_info>tutorial_end</has_info>
        <phrase_list>
                     <phrase id="0">
                             	<text>escape_trader_oops_0</text>
                              	<next>1</next>
                     </phrase>
                     <phrase id="1">
                               	<text>escape_trader_oops_1</text>
                                <next>2</next>
				<next>4</next>
				<next>5</next>
                     </phrase>
                     <phrase id="2">
				<dont_has_info>quest_vodka_started</dont_has_info>
                                <text>escape_trader_oops_2</text>
				<give_info>quest_vodka_started</give_info>
                                <next>3</next>
                     </phrase>
                     <phrase id="3">
                                <text>escape_trader_oops_3</text>
				<action>dialogs.break_dialog</action>
                     </phrase>
		     <phrase id="4">
                             	<text>escape_trader_oops_4</text>
				<precondition>escape_dialog.have_a_vodka</precondition>
				<action>escape_dialog.give_vodku</action>
                              	<next>7</next>
		     </phrase>
		     <phrase id="5">
				<has_info>kvest_vodka_started</has_info>
                             	<text>escape_trader_oops_5</text>
                              	<next>6</next>
		     </phrase>
		     <phrase id="6">
                             	<text>escape_trader_oops_6</text>
                              	<next>8</next>
		     </phrase>
		     <phrase id="7">
                             	<text>escape_trader_oops_7</text>
				<give_info>test_quest_vodka_given</give_info>
				<action>escape_dialog.transfer_deneg</action>
                              	<next>8</next>
		     </phrase>
		     <phrase id="8">
                             	<text>escape_trader_oops_8</text>
		     </phrase>
        </phrase_list>
    </dialog>
 

Now let‘s add to games such scripts as "giving money" and "giving vodka". Open file gamedata\scripts\escape_dialog.script and before separator(delimiter) Trader add such strings:

function transfer_deneg(first_speaker, second_speaker)
    dialogs.relocate_money(second_speaker, 4000, "in")
end
 
function give_vodku (npc, actor)
    dialogs.relocate_item_section(npc, "vodka", "out")
end
 
function have_a_vodka (stalker, player)
    return stalker:object ("vodka") ~= nil
end

That‘s all! Now we can test our quest in game!
 
Addition.
If we change th e begining of our dialog in dialogs_escape.xml to this(code below), our branch wiil disappear after we complete the quest:

<dialog id="escape_trader_oops">
        <precondition>escape_dialog.trader_alredy_give_job</precondition>
        <has_info>tutorial_end</has_info>
<dont_has_info>test_quest_vodka_given</dont_has_info>
          <phrase_list>
 

But I didn‘t test it, so beware :^)


That's all!
Translation and editing : RafMadMan
P.S. Taken from Stalkerinside. And sorry for my not perfect English. If you have some problems with it - write me, may be I had made some mistakes in code/words.

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